Remove remnants of entity 'active' conditionals

In the previous commit, if an if-statement consisted solely of checking
the active attribute of an entity, I temporarily changed it to 'true'
and put a comment to remove it later, because it would add too much
noise to unindent everything in the same commit.
This commit is contained in:
Misa
2020-04-03 13:57:02 -07:00
committed by Ethan Lee
parent b1b1474b7b
commit fd417d6a8c
2 changed files with 1595 additions and 1615 deletions

View File

@@ -194,15 +194,12 @@ void entityclass::swnenemiescol( int t )
{
//change the colour of all SWN enemies to the current one
for (size_t i = 0; i < entities.size(); i++)
{
if (true) // FIXME: remove this later (no more 'active')
{
if (entities[i].type == 23)
{
entities[i].colour = swncolour(t);
}
}
}
}
void entityclass::gravcreate( int ypos, int dir, int xoff /*= 0*/, int yoff /*= 0*/ )
@@ -2233,8 +2230,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
bool entityclass::updateentities( int i )
{
if(true) // FIXME: remove this later (no more 'active')
{
if(entities[i].statedelay<=0)
{
switch(entities[i].type)
@@ -3393,15 +3388,12 @@ bool entityclass::updateentities( int i )
entities[i].statedelay = 0;
}
}
}
return true;
}
void entityclass::animateentities( int _i )
{
if(true) // FIXME: remove this later (no more 'active')
{
if(entities[_i].statedelay < 1)
{
switch(entities[_i].type)
@@ -3759,7 +3751,6 @@ void entityclass::animateentities( int _i )
//entities[_i].statedelay--;
if (entities[_i].statedelay < 0) entities[_i].statedelay = 0;
}
}
}
bool entityclass::gettype( int t )
@@ -4182,8 +4173,6 @@ float entityclass::hplatformat()
{
//Returns first entity of horizontal platform at (px, py), -1000 otherwise.
for (size_t i = 0; i < entities.size(); i++)
{
if (true) // FIXME: remove this later (no more 'active')
{
if (entities[i].rule == 2)
{
@@ -4207,7 +4196,6 @@ float entityclass::hplatformat()
}
}
}
}
return -1000;
}
@@ -4657,7 +4645,6 @@ void entityclass::customwarplinecheck(int i) {
//Turns on obj.customwarpmodevon and obj.customwarpmodehon if player collides
//with warp lines
if (true) { // FIXME: remove this later (no more 'active')
//We test entity to entity
for (int j = 0; j < (int) entities.size(); j++) {
if (i != j) {//Active
@@ -4678,14 +4665,11 @@ void entityclass::customwarplinecheck(int i) {
}
}
}
}
}
void entityclass::entitycollisioncheck()
{
for (size_t i = 0; i < entities.size(); i++)
{
if (true) // FIXME: remove this later (no more 'active')
{
//We test entity to entity
for (size_t j = 0; j < entities.size(); j++)
@@ -4877,7 +4861,6 @@ void entityclass::entitycollisioncheck()
}
}
}
}
//can't have the player being stuck...
int j = getplayer();

View File

@@ -1825,8 +1825,6 @@ void mapclass::loadlevel(int rx, int ry)
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (true) //FIXME: remove this later (no more 'active')
{
if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10)
{
@@ -1847,7 +1845,6 @@ void mapclass::loadlevel(int rx, int ry)
}
}
}
}
//Special scripting: Create objects and triggers based on what crewmembers are rescued.
if (!finalmode)